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Chaim Kaufmann

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May 21, 2001
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AoD 1.10, GER, 7/25/1940. According to escort.txt and according to production screens in-game, EscF-2 (aka escort brigade model 1, aka "Improved Escort Fighter," aka EscF '40, aka Me210) should have a range of 500 km. My TAC-4s that are equipped with this brigade, however, display a range of 400 km. Experiment shows that that is the range being enforced.

Checked one of the units in the save file; the unitit has the correct attachment:

extra = escort
brigade_model = 1
 
Upvote 0
Does the range still remain too low if a country is annexed? You can easily check this with the command "event 11 TAN" in the cheat console. It causes the inheritance of Tannu Tuva.

What happens if you deattach and reattach the brigade? That might be a workaround that has actual practical applycation.
 
Does the range still remain too low if a country is annexed? You can easily check this with the command "event 11 TAN" in the cheat console. It causes the inheritance of Tannu Tuva.

Amazingly (to me), that works. This sounds like this is a known bug.

What happens if you deattach and reattach the brigade? That might be a workaround that has actual practical applycation.

No joy.
 
Does the range still remain too low if a country is annexed? You can easily check this with the command "event 11 TAN" in the cheat console. It causes the inheritance of Tannu Tuva.

What happens if you deattach and reattach the brigade? That might be a workaround that has actual practical applycation.

Well...can you tell more about this annex workaround ?

Does this work in this situation , only ? I mean the escort range bug?
 
Well...can you tell more about this annex workaround ?

Does this work in this situation , only ? I mean the escort range bug?

My knowlege is limited, but it can also work for speed values of HQs with and without certain brigades, most relevant the AA brigade.
 
In the spirit of Denniss' comment, I tried the following. Note that the only changes to 11 and 12 are to make option_a 100% in each:

event = {
id = 11
random = no
country = TAN

# Historical event November 1944

name = EVT_11_NAME
desc = EVT_11_DESC
style = 0
picture = "tannu_tuva"

trigger = {
exists = TAN
exists = SOV
alliance = { country = SOV country = TAN }
control = { province = 1418 data = TAN } # Kyzyl
NOT = {
event = 2625
event = 2646
}
}
date = { day = 0 month = november year = 1944 }
offset = 30
deathdate = { day = 29 month = december year = 1963 }

# change probabilities for escort fighter bug
action_a = {
name = EVT_11_ACTA
ai_chance = 100
command = { type = dissent value = -5 }
command = { type = leave_alliance }
command = { type = trigger which = 12 }
}
action_b = {
ai_chance = 0
name = EVT_11_ACTB
command = { type = dissent value = 1 }
command = { type = money value = -25 }
}
}

# Tannu Tuva release event for escort fighter range bug
event = {
id = 11999
random = no
country = SOV

name = EVT_11_NAME
desc = EVT_11_DESC
style = 0
picture = "tannu_tuva"

# set very late dates so that it won't affect anything
date = { day = 0 month = november year = 1963 }
offset = 30
deathdate = { day = 29 month = december year = 1963 }

action_a = {
name = EVT_11_ACTA
command = { type = independence which = TAN value = 1 }
command = { type = end_mastery which = TAN }
# reverse other effects of annexation
command = { type = removecore which = 1418 } # Kyzyl is not USSR national territory
command = { type = manpowerpool value = -16 } # inherit manpower
command = { type = money value = -100 } # increase influence of USSR
command = { type = relation which = CHI value = 10 } # an insult to China
}
}

event = {
id = 12
random = no
country = SOV

name = EVT_12_NAME
desc = EVT_12_DESC
style = 0
picture = "tannu_tuva"

# triggered by event 11

# change probabilities for escort fighter bug
action_a = {
name = EVT_12_ACTA
ai_chance = 100
command = { type = inherit which = TAN } # annex Tannu Tuva
command = { type = addcore which = 1418 } # Kyzyl becomes USSR national territory
command = { type = manpowerpool value = 16 } # inherit manpower
command = { type = dissent value = -1 } # the Soviet people rejoice
command = { type = money value = 100 } # increase influence of USSR
command = { type = relation which = CHI value = -10 } # an insult to China
}
action_b = {
ai_chance = 0
name = EVT_12_ACTB
command = { type = domestic which = democratic value = 1 }
command = { type = dissent value = -1 }
command = { type = money value = -200 }
}
}

Event 11999 (fired from GER as event 11999 SOV) seems to work as designed; it re-creates Tannu Tuva. Event 11, however (fired as event 11 TAN) now does nothing, however. DK why.
 
Events only fire once unless they only happened while marked as persistent. Many AI events are marked as such because they are designed for switching between different AI files.

Edit: The history records which non-persistent events have happened:

Code:
history = { [...] }

delayed_events = { }

sleepevent = { [...] }

As you will be able to see those lists can become rather long, so i shortened here.
 
Last edited:
O.K., I put events 11 and 12 back the way they were, eliminated them from teh history, and wrote 11997, 11998, and 1999 as follows:

##################################################################
# cyclic events for escort fighter range bug

event = {
id = 11997
random = no
country = TAN


name = EVT_11_NAME
desc = EVT_11_DESC
style = 0
picture = "tannu_tuva"

action_a = {
name = EVT_11_ACTA
command = { type = leave_alliance }
command = { type = trigger which = 11998 }
}
}

event = {
id = 11998
random = no
country = SOV
persistent = yes

name = EVT_12_NAME
desc = EVT_12_DESC
style = 0
picture = "tannu_tuva"

# triggered by event 11997

action_a = {
name = EVT_12_ACTA
command = { type = inherit which = TAN } # annex Tannu Tuva
command = { type = addcore which = 1418 } # Kyzyl becomes USSR national territory
# for now, don't trigger reversal; do that manually
# command = { type = trigger which = 11999 }
}
}

event = {
id = 11999
random = no
country = SOV
persistent = yes

name = EVT_12_NAME
desc = EVT_12_DESC
style = 0
picture = "tannu_tuva"

action_a = {
name = EVT_11_ACTA
command = { type = independence which = TAN value = 1 }
command = { type = end_mastery which = TAN }
command = { type = removecore which = 1418 } # Kyzyl is not USSR national territory
}
}

The events worked but did not fix the bug. I'm at my wits' end.
 
In the meantime, I am experiencing even flakier results. Releasing and re-annexing TAN did not resolve the fighter range bug, nor did re-writing escorts.text to give the first EscF model 500 km (which REALLY makes me wonder where the 400 is coming from). BUT:

1. Doing that and re-starting the game made 5 SPN MTN divs in NOR (but not GER GARS there) vanish.
2. Going back one save file (two days) made no difference to anything from where I was.
3. Going back two (three days) made the MTNs vanish and created 3 GER INF+ENG supposedly re-deploying to (from?) Berlin, AND fixed the range bug--though this was not what was observed just before this save was created.
4. Going back three (four days) did NOT cause the unit vanishes/appearances but DID fix the fighter range bug. I have succeed in advancing about 12 days from there with no obvious problems.

All this makes me think that these bugs are all connected somehow, since none were noticed before.
 
Is this a suggestion that I need to provide SOV, and maybe TAN, with money in these events in cas ethey are broke (I assume as the first command in each?). Would 150 surely be enough?

I suggest to remove the leave_alliance command for good. It does not seem to make any sense at all, so changing it for the next patch is indicated.

Regarding your concrete situation i would not mix with existing events, existing building queues etc.. Just let regular gameplay unfold and there wil be enough annexations.

In the meantime, I am experiencing even flakier results. Releasing and re-annexing TAN did not resolve the fighter range bug, nor did re-writing escorts.text to give the first EscF model 500 km (which REALLY makes me wonder where the 400 is coming from).

The range is saved in the division entry in the savegame. Changing the file of the escort brigade(not the escort divisions that is unused anyway) would only apply to new divisions. Also it will only apply after starting AoD with the then changed checksum. Some files are loading with the game, other only later with loading a campaign or savegame.
 
...Regarding your concrete situation i would not mix with existing events, existing building queues etc.. Just let regular gameplay unfold and there will be enough annexations.

The only relevant existing events werre 11 &12, which I thought were your suggestion. Waiting for other annexations does not seem a solution since some have occured in China but did not fix the problem. Building screens and queues are just a source of cross-checking data.

The range is saved in the division entry in the savegame. Changing the file of the escort brigade(not the escort divisions that is unused anyway) would only apply to new divisions.

The division entries only give the brigade level, no range info. Also, at least one new TAC div since the bug was noticed, no difference in range.

Also it will only apply after starting AoD with the then changed checksum. Some files are loading with the game, other only later with loading a campaign or savegame.

Yes.
 
The only relevant existing events werre 11 &12, which I thought were your suggestion.

Yes, but just to identity the problem, not to solve it.

The division entries only give the brigade level, no range info.

There is an entry for range, but it is just the unmodified range of the unbrigaded airdivisions, so that is useless. The mystery about escort range remains. Why can't it be simple for once?
 
Hello, it seems to be an "save game error", after a reload my Tac-Bomber have a range of 400 km, remove the escortbrigade, the range ist correct.
Adding the escortbrigade, the range is correct. Another save/reload the range is wrong by 400 km.
 
There is an entry for range, but it is just the unmodified range of the unbrigaded airdivisions, so that is useless. The mystery about escort range remains. Why can't it be simple for once?
Because that would be a bug in the real world. For game balance, some things there have to be hard. :D

For ideas on how it might be happening: the original game had escorts etc reduce the bomber range (rather than have a range of their own). Maybe there is a hardcoded reduction in the system somewhere, triggered by some game state?